It’s been already more than three months of designing and endless play-testing. We can assure you, that the past two weeks included some milestone-changes for Riverbed Hunt. Wait a minute, did we just forget to mention that our newest board game got a proper name and theme?! Read on!
The story continues with another couple weeks, focused on designing of our latest board game, a team-based party game with social deduction and bluff elements. During our previous posts I told you about the general idea, how we structured each of the core-game mechanisms step by step, as well as some smaller addition that seemed necessary. Now we’re going to talk about our approach on balancing and improving some of these things.
Who said designing a board game is an easy process? We’ve been working really hard on designing and play-testing our new board game lately, with lots of back and forth on many different ideas that we had. The main subject of our previous post was the need of an exploration feel to the game and how we achieved that. This time, I’d like to tell you a little more about this addition and the evolution of it.
Our progress on the designing of our latest board game continues with a lot of interesting ideas reaching the table. In the couple previous posts, I introduced you some of the core-game mechanisms that define it. Today, I’m going to give you the details about another important mechanism we put into the game, as well as some minor changes that improved the player’s turn.
As you may already know, we’ve been working really hard on designing a brand new board game, during the last few months. In our previous post, I told you about the first core-game mechanisms that got changed, adding an action selection system, two new roles and variable player powers to the game. But of course, the evolution process of the game wouldn’t stop there…